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K'van
Tales of MajEyal
Commits
18d11a6c
Commit
18d11a6c
authored
9 years ago
by
DarkGod
Browse files
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roomer generate also handles rooms forcing up/down
parent
e78c3d1c
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1 changed file
game/engines/default/engine/generator/map/Roomer.lua
+55
-39
55 additions, 39 deletions
game/engines/default/engine/generator/map/Roomer.lua
with
55 additions
and
39 deletions
game/engines/default/engine/generator/map/Roomer.lua
+
55
−
39
View file @
18d11a6c
...
...
@@ -42,25 +42,33 @@ end
function
_M
:
makeStairsInside
(
lev
,
old_lev
,
spots
)
-- Put down stairs
local
dx
,
dy
if
lev
<
self
.
zone
.
max_level
or
self
.
data
.
force_last_stair
then
while
true
do
dx
,
dy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
if
not
self
.
map
:
checkEntity
(
dx
,
dy
,
Map
.
TERRAIN
,
"block_move"
)
and
not
self
.
map
.
room_map
[
dx
][
dy
].
special
then
self
.
map
(
dx
,
dy
,
Map
.
TERRAIN
,
self
:
resolve
(
"down"
))
self
.
map
.
room_map
[
dx
][
dy
].
special
=
"exit"
break
if
self
.
forced_down
then
dx
,
dy
=
self
.
forced_down
.
x
,
self
.
forced_down
.
y
else
if
lev
<
self
.
zone
.
max_level
or
self
.
data
.
force_last_stair
then
while
true
do
dx
,
dy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
if
not
self
.
map
:
checkEntity
(
dx
,
dy
,
Map
.
TERRAIN
,
"block_move"
)
and
not
self
.
map
.
room_map
[
dx
][
dy
].
special
then
self
.
map
(
dx
,
dy
,
Map
.
TERRAIN
,
self
:
resolve
(
"down"
))
self
.
map
.
room_map
[
dx
][
dy
].
special
=
"exit"
break
end
end
end
end
-- Put up stairs
local
ux
,
uy
while
true
do
ux
,
uy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
if
not
self
.
map
:
checkEntity
(
ux
,
uy
,
Map
.
TERRAIN
,
"block_move"
)
and
not
self
.
map
.
room_map
[
ux
][
uy
].
special
then
self
.
map
(
ux
,
uy
,
Map
.
TERRAIN
,
self
:
resolve
(
"up"
))
self
.
map
.
room_map
[
ux
][
uy
].
special
=
"exit"
break
if
self
.
forced_up
then
ux
,
uy
=
self
.
forced_up
.
x
,
self
.
forced_up
.
y
else
while
true
do
ux
,
uy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
if
not
self
.
map
:
checkEntity
(
ux
,
uy
,
Map
.
TERRAIN
,
"block_move"
)
and
not
self
.
map
.
room_map
[
ux
][
uy
].
special
then
self
.
map
(
ux
,
uy
,
Map
.
TERRAIN
,
self
:
resolve
(
"up"
))
self
.
map
.
room_map
[
ux
][
uy
].
special
=
"exit"
break
end
end
end
...
...
@@ -71,39 +79,47 @@ end
function
_M
:
makeStairsSides
(
lev
,
old_lev
,
sides
,
rooms
,
spots
)
-- Put down stairs
local
dx
,
dy
if
lev
<
self
.
zone
.
max_level
or
self
.
data
.
force_last_stair
then
while
true
do
if
sides
[
2
]
==
4
then
dx
,
dy
=
0
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
2
]
==
6
then
dx
,
dy
=
self
.
map
.
w
-
1
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
2
]
==
8
then
dx
,
dy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
0
elseif
sides
[
2
]
==
2
then
dx
,
dy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
self
.
map
.
h
-
1
end
if
not
self
.
map
.
room_map
[
dx
][
dy
].
special
then
local
i
=
rng
.
range
(
1
,
#
rooms
)
if
not
self
.
data
.
no_tunnels
then
self
:
tunnel
(
dx
,
dy
,
rooms
[
i
].
cx
,
rooms
[
i
].
cy
,
rooms
[
i
].
id
)
end
self
.
map
(
dx
,
dy
,
Map
.
TERRAIN
,
self
:
resolve
(
"down"
))
self
.
map
.
room_map
[
dx
][
dy
].
special
=
"exit"
break
if
self
.
forced_down
then
dx
,
dy
=
self
.
forced_down
.
x
,
self
.
forced_down
.
y
else
if
lev
<
self
.
zone
.
max_level
or
self
.
data
.
force_last_stair
then
while
true
do
if
sides
[
2
]
==
4
then
dx
,
dy
=
0
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
2
]
==
6
then
dx
,
dy
=
self
.
map
.
w
-
1
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
2
]
==
8
then
dx
,
dy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
0
elseif
sides
[
2
]
==
2
then
dx
,
dy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
self
.
map
.
h
-
1
end
if
not
self
.
map
.
room_map
[
dx
][
dy
].
special
then
local
i
=
rng
.
range
(
1
,
#
rooms
)
if
not
self
.
data
.
no_tunnels
then
self
:
tunnel
(
dx
,
dy
,
rooms
[
i
].
cx
,
rooms
[
i
].
cy
,
rooms
[
i
].
id
)
end
self
.
map
(
dx
,
dy
,
Map
.
TERRAIN
,
self
:
resolve
(
"down"
))
self
.
map
.
room_map
[
dx
][
dy
].
special
=
"exit"
break
end
end
end
end
-- Put up stairs
local
ux
,
uy
while
true
do
if
sides
[
1
]
==
4
then
ux
,
uy
=
0
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
1
]
==
6
then
ux
,
uy
=
self
.
map
.
w
-
1
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
1
]
==
8
then
ux
,
uy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
0
elseif
sides
[
1
]
==
2
then
ux
,
uy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
self
.
map
.
h
-
1
end
if
self
.
forced_up
then
ux
,
uy
=
self
.
forced_up
.
x
,
self
.
forced_up
.
y
else
while
true
do
if
sides
[
1
]
==
4
then
ux
,
uy
=
0
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
1
]
==
6
then
ux
,
uy
=
self
.
map
.
w
-
1
,
rng
.
range
(
1
,
self
.
map
.
h
-
1
)
elseif
sides
[
1
]
==
8
then
ux
,
uy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
0
elseif
sides
[
1
]
==
2
then
ux
,
uy
=
rng
.
range
(
1
,
self
.
map
.
w
-
1
),
self
.
map
.
h
-
1
end
if
not
self
.
map
.
room_map
[
ux
][
uy
].
special
then
local
i
=
rng
.
range
(
1
,
#
rooms
)
if
not
self
.
data
.
no_tunnels
then
self
:
tunnel
(
ux
,
uy
,
rooms
[
i
].
cx
,
rooms
[
i
].
cy
,
rooms
[
i
].
id
)
end
self
.
map
(
ux
,
uy
,
Map
.
TERRAIN
,
self
:
resolve
(
"up"
))
self
.
map
.
room_map
[
ux
][
uy
].
special
=
"exit"
break
if
not
self
.
map
.
room_map
[
ux
][
uy
].
special
then
local
i
=
rng
.
range
(
1
,
#
rooms
)
if
not
self
.
data
.
no_tunnels
then
self
:
tunnel
(
ux
,
uy
,
rooms
[
i
].
cx
,
rooms
[
i
].
cy
,
rooms
[
i
].
id
)
end
self
.
map
(
ux
,
uy
,
Map
.
TERRAIN
,
self
:
resolve
(
"up"
))
self
.
map
.
room_map
[
ux
][
uy
].
special
=
"exit"
break
end
end
end
...
...
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